Welcome to Nova Aetas Renaissance, a game set in an alternative version of the Italian Renaissance, where four heroes try to conquer glory and fame, while the war between Rome and Venice is blazing…

The Enemy Cards

One of the most important component of Nova Aetas Renaissance are the Enemy Cards: each enemy have, in fact, its own card that follows a specific scheme (below you can the examples of two creatures, the Bully and the Faun Witch):
A – The enemy name.
B – The card background color indicate the faction.
C – The enemy’s picture.
D – Characteristics, in order, Speed – Control Area – Physical Defense – Mental Defense – Health
E – Attack(s)
F – Skills
G – Class and color of the miniature’s base
H – Rewards, Pecunia – Alchimia – Elementum
I – Faction Icon and Faction color (that match the background color)

Compared with the first Nova Aetas game, the main change are the introduction of draft mini cards and the different rewards. The draft mini cards allow us to use the back of each enemy cards in order to add background or special skill, while the different rewards allow us to create a more funny and wonderful craft system (we will talk about it in a future section).

The Heroes’ Sheets

One of the innovations of Nova Aetas Renaissance compared to the original version is about the Heroes’ sheet. Each Hero sheet is generic, it is foldable and serves to keep the reference card of the chosen hero.

On the left side (A) we find the slots for the skills. What you see here is an alpha version, with tokens with a symbol and a color that distinguishes them. In the final version, there will be a brief description of the skills that each hero can use. Each hero can improve those skills and/or acquire new ones, that will affect their attack, defense, support, and movement. Each class will have its own specific scheme.

In the middle of the image, we find the image of the hero (B) and his name/class (C). On the right, instead, you can see the characteristics icons: agility, aim, strength, mind and health points (D). In the related slots, we find the initial value of the class and of the modifiers that can vary this value (E) marked with cubes. Some classes do not allow you to increase the value of a characteristic beyond a certain point, the black area indicates where the cube that indicates its bonus cannot be moved. 

The Horologium

The Horologium was already present in the first Nova Aetas game, but now has been fully redesigned. This component allows players to perform their activations in a dynamic mode, different from the standard turn activation that you can find in most other dungeon crawler games. Players, in fact, can spend their Action Points (AP) to move in the different sectors of the Horologium, alternating with other players and enemies, depending on the AP spent.

Each hero can freely choose their tactic, performing longer actions (so, waiting more from an activation and the following one) or shorter (and closer) ones. When the minute hand will reach a sector where there are one or more activation tokens, so the corresponding heroes and enemies can start to take actions, basing on their speed.

The 3D Elements 

In Nova Aetas Renaissance you will find also beautiful cardboard 3D elements, fully redesigned! Into the game box, in fact, you will find 4 buildings (with 2 different sizes), 4 trees and some bushes!

Cool, for sure, but they are not only aesthetic components: in Nova Aetas Renaissance, in fact, the 3D Elements are also useful to integrate specific rules of this amazing game, regarding line of sight and height levels.

 The Equipment Cards

An important part of Nova Aetas Renaissance will be played by the Equipment Cards. Among them you will find items, weapons, relics, spells and many others! They also can be crafted (using elements, we will show them later) and looted from enemies. Furthermore, each character has their starting unique objects!

Do you want more details?

So, the picture and the name on the back identify the starting equipment of each hero.
You can also identify the type of the equipment with a symbol (hand, bag, helm, ecc…) and background color (cloth). Furthermore, each equipment have a dedicated image, and we improved the keywords, to understand better their effects.
Weapons, instead, have a new attack string to avoid ambiguity, while some some equipment (mainly weapons) have a boost effect linked to the dice result!

Video Gallery

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